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Fix TGA's with bad palette colors reading from behind palette memory
TGA's can claim to use less palette colors than they later do. We only support 8-bit palettes, so to make this safer lets just always allocate at least 256 bytes. Thanks @erlehmann for report and testcase: https://irrlicht.sourceforge.io/forum/viewtopic.php?p=307191 Based on Minetest bug report: https://github.com/minetest/irrlicht/issues/236 git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6532 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -117,8 +117,17 @@ IImage* CImageLoaderTGA::loadImage(io::IReadFile* file) const
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if (header.ColorMapType)
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{
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// create 32 bit palette
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palette = new u32[ header.ColorMapLength];
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// Create 32 bit palette
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const irr::u16 paletteSize = core::max_((u16)256, header.ColorMapLength); // ColorMapLength can lie, but so far we only use palette for 8-bit, so ensure it has 256 entries
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palette = new u32[paletteSize];
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if( paletteSize > header.ColorMapLength )
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{
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// To catch images using palette colors with invalid indices
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const irr::u32 errorCol = irr::video::SColor(255,255, 0, 205).color; // bright magenta
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for ( irr::u16 i = header.ColorMapLength; i< paletteSize; ++i )
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palette[i] = errorCol;
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}
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// read color map
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u8 * colorMap = new u8[header.ColorMapEntrySize/8 * header.ColorMapLength];
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